The last eight stubs plus the two chain layers they actually need (PoweredSubsystem @004b13ac and ProjectileWeapon @004bc7cc were DECLARED in our headers all along -- only their definitions were missing). These are the notation->stream converters the 1995 authoring pipeline ran; missions read prebuilt streams and never call them, so the verification standard is compile + link + the raw decomp's key fingerprints -- and those fingerprints convicted the donors three more times: - The heat chain: Condenser, Reservoir AND PoweredSubsystem all chain ONE shared parser (@004ae150, reconstructed in full from the decomp -- the BT411 donor's body was its own TODO stub with a miscited address). It reads the five thermal scalars and the conduction-graph link (the linkedSinkIndex our wire-format work dump-verified from the runtime side, with the +2 segment-table bias), and HeatSink adds no keys of its own. - The Emitter's SeekVoltage LADDER is a notation ENTRY LIST walked in file order (curve rungs in sequence, the RecommendedIndex entry by name); the donor flattened it to one keyed read, which would author one-rung ladders against the runtime's real five-rung ones. MakeEntryList/GetFirstEntry is the engine's own idiom. - PipColor and MuzzleVelocity parse through the engine's authentic Convert_From_Ascii overloads (RGBColor / Vector3D); the donors' sscanf substitutes were port drift. Explosion and alarm models resolve as model FAMILIES (ModelListResourceType == the literal 1 in the binary; the donor comment calling it GameModelResourceType was wrong-name-right-number). Entry reads target the SUBSYSTEM notation file -- the decomp's fifth argument at every site; several donors wrote model_file. Class IDs stamp through OUR reader's enum symbols (they parse the real BTL4.RES streams today, and the 3000-base enum lands exactly on the binary's 0xBBB.. ids; 0x0BCD is the weapon-base stamp every concrete leaf overwrites). Stubs: NONE. Every function in restoration/source410 now has a body. Mission soak clean. Remaining reconstruction is depth, not holes: the mech4/mech3 archaeology (IntegrateMotion, the master-perf disasm, the stream builders that seed the 0xC/0x100 flags), HUD blocks 4-6, and the live networked/rig verifications queued for when a pod is available. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Scene Restorations
Modern re-renderings of the Division dVS scenes recovered from the Glaze developer drive (see HISTORY.md) and this repo's CONTENT tree. The originals ran on Division Ltd.'s pixel-pipeline hardware in 1994–1997; these tools parse the original data files and re-render them in WebGL, in the browser.
Viewers (open in any browser, fully self-contained)
vwe-archive.html— the Scene Archive: 26 curated scenes across all projects — Star Trek (Enterprise-D, Klingon flyby), Hull Pressure (sea demos, fish schools, sunken temple), BattleTech (polar map with mech lineup, Ravine and desert maps, stadium), Red Planet (Blade arena, the Mars canal milestone demo), and the Canyon/Maya-temple Division demos. Fly camera: drag to look, WASD to fly, R resets.trek-scn.html— the original standalone Star Trek restoration (TREK.SCN and KLNGVID.SCN).
Toolkit
divformats.py— parsers for every Division format found on the drive: textVGF/VMF(DIV-VIZ2 geometry/materials, both the 1995VERSION 2:07and 199602:05dialects, with header SCALE support), binaryBGF/BMF(DIV-BIZ2) — the binary block-stream layout was recovered from Division's own reader source (DPL3/BIZREAD.C, 1994), including all 14 vertex layouts, pmesh/tristrip/polygon connectivity, LOD blocks (newer writers nest patches inside LODs; the largest LOD is taken), and embedded materials/textures/ramps — plusTGAand rawSVTtextures,SPLsplines, andSCNscene scripts.audit.py— scans every.SCNon the drive and reports what fraction of its geometry survives, and in which format.extract_all.py— extracts every scene with ≥60 % of its geometry recoverable (108 of 241 on the drive; the rest reference lost models) intoallscenes.json, resolving models/materials/textures across the drive and this repo's CONTENT dirs.gallery_build.py— curates scenes fromallscenes.jsoninto the self-containedvwe-archive.html(viagallery_template.html).convert.py/viewer_template.html— the original single-scene Star Trek pipeline.
Rebuild
python extract_all.py # requires the sda4/ drive dump beside this repo
python gallery_build.py
Fidelity notes
Faithful: vertices, triangles, material colors and shading ramps, textures,
fog and light parameters, spline motion, camera start positions. Approximated:
Division's rasterizer behavior, point sizes, timing (originals ran at 30 Hz).
Not simulated: event-driven SPECIALFX particles. A few dev scenes had camera
start positions inside geometry; those get overridden or auto-framed cameras
(see START_OVERRIDE in gallery_build.py). Scenes missing one or more
models from the drive say so in their header.